Documents `ov5_021D5B40`.
This module contains the functions used to create and delete the field
system's camera, as well as the camera presets (or types) used by the
different maps (see `include/data/map_headers.h`).
Also moves `CameraAngle` from `overlay115/camera_angle.h` to `camera.h`.
* Heap_AllocFromHeapAtEnd Heap ID breadcrums
* Consistent heapID capitalization
* More Heap IDs
* A little bit more Heap IDs
* More and more Heap IDs
* Stopping for today
* MOAR
* more and more
* Back from the Heap ID mines
* A couple more
* initial documentation of unk_0207070C->field moves
* changes for PR suggestions + menu taskdata
* symbols in FieldMoveTaskData + fieldMoveMon done
* function name changes, document badges, cleanup
* Use enum FieldMoveError as return type for FieldMoveErrContext functions
* badge enum and bool constants
---------
Co-authored-by: Rachel <lhearachel@proton.me>
Includes a rename of `ScriptManager::coinWindow` and
`SCRIPT_MANAGER_COIN_WINDOW` to reflect the fact that the game uses
the same pointer for both special currency windows (coins & BP), and
normalization to `CoinWindow` instead of `CoinsWindow` in
`overlay005/field_menu`
This simply renames the `y` component in 2D coordinates to `z` in
the names of variables, constants, function parameters and struct
members.
Most common examples include:
- `tileY` -> `tileZ`
- `mapMatrixY` -> `mapMatrixZ`
- `sizeY` -> `sizeZ`
Signed-off-by: Kuruyia <github@kuruyia.net>
This renames the init/free and collision check functions related to
dynamic map features, according to the maps where they are used.
Signed-off-by: Kuruyia <github@kuruyia.net>
This documents the `ov5_021EF250.c` file, which is in charge of managing
terrain features whose height can change.
Examples include the water floor of Pastoria Gym, and the various lift
platforms in the game (in Iron Island, the Pokémon League...).
Signed-off-by: Kuruyia <github@kuruyia.net>
This synchonizes the terminology used in BDHC-related code with the new
terminology specified in the Markdown BDHC and file format spec
documents.
In particular:
- rename `xSize` to `xCount` for the various fields of the BDHC file
header
- rename the strip's `lowerBound` to `scanline`
- rename the plate's `height` to `constant`
- rename the plate's `slope` to `normal`
- rename the point's `y` to `z`
Signed-off-by: Kuruyia <github@kuruyia.net>
* Footstep house types and script commands
* Generated ribbons + messages
* Get Friendship + Get/Set Ribbon map scripts
* First non egg in party
* Standarized "ribbonID" as "monDataParam" and "ribbonNum" as "ribbonID"
This documents the `ov5_021E779C.c` file, which is in charge of loading
map data from the `land_data.narc` archive, dynamically load and unload
maps as the player moves, and render the map base models and their
props.
Also, for the viewer's pleasure, it includes a ton of Distortion
World-specific functions.
This also documents the `ov5_021EEAC8.c` file, which is in charge of
managing buffer allocation for the map base model and BDHC data.
Signed-off-by: Kuruyia <github@kuruyia.net>
This documents the `ov5_021D521C.c` file, which is in charge of managing
lighting according to the currently loaded map area and the current
wall-clock time.
Signed-off-by: Kuruyia <github@kuruyia.net>
This documents the `ov5_021D5878.c` file, which manages a data structure
containing various attributes used when rendering 3D models.
Those attributes directly map to polygon attributes/parameters that are
exposed by the NDS 3D hardware.
Signed-off-by: Kuruyia <github@kuruyia.net>